Chapter 417 (1/2)
Chen Mo's idea is to make ”watch the vanguard” a completely entertaining game to maximize the core fun of this game.
First of all, cut down the threshold, the game itself is completely free, only relying on value-added services such as skin, avatar, etc.
This is to attract more players as much as possible, broaden the depth of the whole fish pond, and make the winning rate and matching mode experience of most players close to the level of hero League.
Many players may think it's stupid to force 50% of the winning rate, but in fact, a competitive game that can't guarantee 50% of the winning rate is a disaster.
If the winning rate is not guaranteed to be 50%, it means that some players who play well can win all the time, while those rookies who play poorly will lose all the time, which will aggravate the loss of fish pond and be extremely detrimental to the life of the game.
Secondly, fade the feeling of winning and losing, and strengthen the sense of growth of players.
For a competitive game, the main pleasure of most players comes from winning. On the basis of maintaining this, we should try our best to make the losers less depressed.
One of the problems of the previous ”watch the vanguard” is that the players lost inexplicably. You may think that it was a teammate who did not play well, or did not cooperate well, or the lineup was not good. In short, the system will not tell you where you lost, and you can't think of it yourself.
This directly leads to a deep sense of powerlessness for many players after losing, and the negative feedback after losing can be called explosion.
Chen Mo's approach is to record all the data of the players' heroes in the whole process of the game, not just the amount of damage, treatment, killing and so on.
For example, Winston will integrate the data of damage amount, kill number, death number, damage received, critical kill (kill the opponent's output bit or treatment with better data), critical damage (the amount of damage contributed to critical kill), big move effect (whether the opening time is correct) and so on. Each game will give a comprehensive evaluation.
All players can see the data very clearly, and also can clearly distinguish which players are in the car and which players are in the pit.
At the same time, killing will no longer be shared, and there will be no gold medal in killing.
Of course, because all the data are open and more detailed, the setting of ”gold medal” is cancelled accordingly.
Moreover, this setting doesn't make sense in itself, because most players don't approve of it, and winning a gold medal doesn't necessarily mean you play well.
For players, choosing the same hero can see the change of the hero's proficiency at the end of each game, which is equivalent to a disguised incentive.
For example, if you use half Tibet, you will perform well in the whole process. Although you lose the game, you will forget the unhappiness of failure when you see that you have got the S-level score and perform better than before.
What's more, the rewards that players get are directly related to their performance, not to their win or loss. As long as you play well, you can get more rewards for losing than for winning, which will dilute the frustration of losing the game.
For those who play the dishes, they can also clearly know where they are playing the problem through various data.
For example, if a player chooses the God of death, after the game is over, the system prompts: this game shows B, the times of using e skill displacement is far lower than the average level, the data of using shift skill to avoid damage is far lower than the average level, and the data of long-distance total damage of shotgun is far higher than the data of short-distance total damage.
Based on these data, the system can judge that the player doesn't know how to output face-to-face when using death. After the player understands this truth, the next time he plays death, he will subconsciously strengthen his performance in these aspects.